TY - THES UR - http://eprints.uny.ac.id/20062/ ID - UNY20062 TI - DEVELOPING A DIGITAL COMIC AS ONE OF LEARNING MEDIA TO IMPROVE STUDENTS? MOTIVATION IN THE INTRODUCTION OF BANKING FOR GRADE X ACCOUNTING STUDENT AT SMKN 1 BANTUL ACCADEMIC YEAR OF 2014/2015 A1 - Huriyah, Huriyah PB - Fakultas Ekonomi Y1 - 2015/// N2 - This research aims to: (1) develop a digital comic as learning media in introduction of banking grade X of SMK; (2) know digital comic feasibility of introduction of banking based on material expert, media expert, and introduction of banking teacher; (3) know students? response about introduction of banking learning media in the form of digital comic; (4) know students? motivation improvement before and after using digital comic. This research was a research and development in introduction of banking learning at SMK. Development model included; (1) analysis; (2) design, (3) develop, and (4) implementation. Validation phase was conducted by product validation by material expert of introduction of banking, learning media expert and learning practitioner at SMKN 1 Bantul. Developed product was tested on 31 students of grade X at SMKN 1 Bantul. The questionnaires used for data collection consisted of feasibility questionnaire for expert and practitioner as well as questionnaire for students? response and motivation. Research result shown that digital comic learning media was feasible to be use. The assessment score by material expert was 4,19 (feasible), assessment score by media expert was 4,2 (feasible), assessment score by learning practitioner was 4,19 (feasible) and students? response was 4,04 (feasible). In the field test, the digital comic was successful in increasing students? motivation from 3,98 to 4,44. Thus, digital comic learning media was feasible to use in the introduction of banking learning on grade X at SMK. Key Word: Digital Comic, Learning Media, Introduction of Banking. M1 - skripsi AV - public ER -